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Marine Air Assault List http://www.tacticalwargames.net/taccmd/viewtopic.php?f=73&t=7365 |
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Author: | Honda [ Mon Sep 04, 2006 11:29 am ] |
Post subject: | Marine Air Assault List |
Hena, I like your list, it has similarities to mine, except for the vehicles and titan. Question for you. Since you are using the LC to bring in some vehicles, did you consider using the vindicators vs. LR's? If so, reasons why you decided to go with the LR's? I look forward to seeing a batrep with this list. |
Author: | CAL001 [ Tue Sep 05, 2006 2:14 am ] |
Post subject: | Marine Air Assault List |
Why not try the following: 1. Devaststor Det (LC TPT) + Librarian + 4 x razorback (LC) + 2 x Vindicator 550 2. Assault Det 1 (LC TPT) + Chaplain 225 3. Assault Det 2 (LC TPT) + Capt 225 4. Landing Craft 300 5. Terminator Det (Teleport) + Chap 375 6. Terminator Det (Teleport) + Sup Comd 425 7. Land Raider Det 400 8. Warhound Det] 2 x Warhounds 500 A little less on the activations, but one almighty air asssault with the landing craft. Cheers CAL |
Author: | CAL001 [ Tue Sep 05, 2006 5:39 am ] |
Post subject: | Marine Air Assault List |
Nahh, only the Land Raiders and Warhounds start on the board. landing Craft holds the Devs, Asslt 1 and 2. CAL |
Author: | Honda [ Wed Sep 06, 2006 6:08 pm ] |
Post subject: | Marine Air Assault List |
Hena, Have you tried using the Strike Cruiser yet? I've been having great fun with mine. Also if we could get "Slow and Purposeful" to arrive on Turn 2, I'd be all over that. Anyway, my current list has no boots on the ground and it does present interesting challenges for opponents. |
Author: | Tiny-Tim [ Wed Sep 06, 2006 8:18 pm ] |
Post subject: | Marine Air Assault List |
Now I am sure that somebody will put me right, but I thought that if you didn't have any models on the table at any time you lost the game. So starting the game with no models on the table is automatically giving the game to your opponent. I suppose I should note that I am looking at the tournament rules here. Tim |
Author: | iblisdrax [ Wed Sep 06, 2006 11:17 pm ] |
Post subject: | Marine Air Assault List |
Hmmm...that is an interesting tactical approach....I did aggrivate my Marine opponent one time by keeping my whole army off the board during the first turn....he didnt have any thing to shoot at! You do sacrifice that first turn, but you force your opponent to deploy without knowing where you will drop. Fun to do once in a while, keeps em off balance. ![]() ib |
Author: | Markconz [ Wed Sep 06, 2006 11:43 pm ] |
Post subject: | Marine Air Assault List |
I have 3 T-Hawks, plus I've just bought a strike cruiser and 4 drop pods. Those drop pods are great models! |
Author: | CAL001 [ Thu Sep 07, 2006 12:59 am ] |
Post subject: | Marine Air Assault List |
Gang Last night Orton and I played a scenario to develop the start of our upcoming campaign. His 3000 poinst of thousand Sons versus my 3000 points of Blood Ravens Marines. Scenario was based arround the Marines establishing a Drop Zone for the future deployment of Guard Forces arriving in system over the next couple of games. My objective where three pieces of terrain that dominated to DZ, his obviously the same , however to defend. orton started with two formation on garrison, with one as a local reserve. the remainder of his forces where reinforcements off table. All of my forces where deployed via aircraft. Forces Blood Ravens Vanguard 1. Landing Craft (3rd Company) 2. Devastator Detachment (9th Company) + Librarian + 4 x Razorback (Lascannon) + 2 x vindicators 3. Assault Detachment (5th Company) + Captain 4. Assault Detachment (3rd Company) + Chaplain 5. Thunderhawk (1st Company) 6. Terminator Detachment (1st Company) + Supreme Commander 7. Thunderhawk (1st Company) 8. Terminator Detachment (1st Company) + Chaplain 9. Thunderbolt Flight (Navy 277th Fighter Wing) 10. Marauder Destroyer Flight ( Navy 301st Bomber Wing) Thousnad Sons CSOP TS Retinue TS1 + DP + Icon Bearer + Deamonic Pact + Rhinos TS Retinue TS2 + Chaos Champion + Icon bearer + Deamonic Pact Raptor Cult x 6 TS Chosen Retinue x 4 Silver Towers x 4 Warp Palace I think that is Geoffs list. We played along the lengths of a 3 x 2 table. Geoff was allowed to reiforce from behind his garrisoned forces. Setup TS2 garrison on one of the threee objectives with the TS1 in close proximity to another conducting a patrol. The raptor cult occupy a postion centre rear to the two formations. Turn 1 Marine Initiative Marauders conduct a ground attack on TS ones patrol. 1 rhino and two infantry fail to find cover under the hail of fire from the Marauders. The Thunderbolts retain and continue to the good work started by their brethren from the 301st. TS1 withdraws and marshals inside the building to their rear, and secures an objective in the process. After receiving the all clear that the navy where clear of the drop zone the landing craft air assaults TS1. The Asault dets jump early and get base to base with TS1 whilst the Devs establish a fireing line. In the ensuing melee, 3 Assaults fall to the Dp and 2 more TS, and the remaining rhinos are destroyed. the TS withdraw and link up with TS2. the Assaults consolidate inside the building and take the objsctive, whilst the Devs reorientate in anticipation of TS 2 getting pissed at them. The Raptor cult doubles to support the TS1,2 objective fearing further air assaults from the marines commander. Thunderhawk 1 with the 1st comapny commander on board lands in front of the TS2 objective and lays down withering fire killing 2 TS. Thunderhawk 2 with 1st Companies Chaplain on board lands in support of their commander and opens fire on the raptors killing 2. TS2 engages thunderhawk 2 and is caught in a ?hail of fire from the two terminator dets and their thunderhawks, even with the help of the raptors they fail to gain any advantage. A second round is fought and the TS lose. All but 3 of TS 2 remain for the loss of 2 terminators. Rally Marines are good , removing all Bm incured during the turn. Geoff dice fail him and ?and TS 1 and 2 remain broken. Turn 2 Initiative TS Raptor Cult sencing the danger posed by the Terminators engage the Asslts on Obj 2. Once gain a brave fight from both sides see two rounds of fighting with the marines conceeding the objective and withdrawing behind the cover of their Dev brothers. Three Asslts are lost and all but two Raptors have been cut down. The Warp Palace attempts to arrive in support ?but fails to materialise out of the warp. Seeing the opportunity the Commander 1st company orders his two terminators into a combined assault against TS1 and 2. TS 1na 2 are left bleeding badly with only three units remaining between them. One Terminator falls in reply. TS still hold the objective, damn fearless. 7 extra hits scored(12-5), however it does nothing. Retaining the thunderbolts straiff the raptors killing one and ending the broken formations game. The Silver Towers attempt to arrive through an unstable warp portal, only to have it collapse on them and they fail to arrive. The Cosen have better luck and arrive and double to attempt to pressure Obj 2. the deliver a hail of fire which spells the end of the Asslt Dets. In reply the Devs , rather miffed at the passing of their brothers unload at the chosen killing one. Marines now have the field and aircraft stream in to deal damage. the maruaders do their thing and deliver more othe the emperors devine justice to TS2, now nothing more than a memory for the imperial troops on the battlefield. A thunderhawk then has a crack at the DP, failing to do any real damage. See the poor example set by the thunderhawk, the landing craft serf crew decide to show them how it is done. The DP is no longer and Obj 1 belongs to the marines. Not to be outdone by chapter serfs, Thunderhawk 2 piloted by an able techmarine takes a run at the Chosen and delivers the emperors devine vengence for the assault brethren. Having no forces on the field and a particularly unstable warp portal, Geoff decides it is better to give ground and face the marine with a larger force. The TS retire form the battlefield and look to consolidate with the Iron warriors further back in Chaos held territory. Commander 1st Company switches to the all squad net and orders deployment forward to secure the drop zone. Seeing the icons move out, he switches to the command net and informs The Commander of the Watch on the Litany of Fury that the DZ is secure and that the Guard forces are clera to commence planetfall. Commander Angelos informs him that local PDF have suffered a massive defeat at the hands of the Iron Warriors and that the space port has been lost. orders are issued and comd 1st recieves his be prepared task to condcut a three company mass drop against the Iron Warriors IOT take back the space port. The campaign has begun. Stay tuned as the campaigndevelops and the master thread goes online CSOP = Combat Security Outpost IOT = in order to Cheers CAL (Commander Angelos) With 27,000 points of marines at my hands, this planet will not suffer the foul forces of Chaos for long. Knowledge is Power, Guard it Well. I am the Sword of Vidya and the Emperors devine vengence. |
Author: | Tiny-Tim [ Thu Sep 07, 2006 11:17 am ] |
Post subject: | Marine Air Assault List |
(Hena @ Sep. 06 2006,20:21) QUOTE Never heard that one (or read for that matter). Can you point me to relevant bit in the book. Just had a look and I can't find anything at the moment. I seem to remember this coming up in a discussion about claiming BTS goal and if there was nothing on the field. Also it is seen as poor play for something like the third turn drop in a tounament game and this is more a scenario option. Tim |
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